You often hear people say that mediocrity is the worst place to be in entertainement, as you can have way more fun with the highest highs, and the lowest lows of the bell-curve. Unfortunately, this game seems like it's aiming for the middle.
The art here is the selling point, and it is reasonably high-quality, with a few animated scenes, even. A lot of the character-art is great, even if it sometimes rides the line between overly erotic and absurd comedy. I also like how, in theory, this game has a very strong theme of mental changes and corruption, that's tied to the gameplay. The story and characters are all designed around popular corruption-themes and fantasies, and there's even a little bit of attempt to tie lewd-proggression into gameplay, with the different XP-currencies that you collect. There's also been a rough attempt of incorporating some kind of unique twist in the battle-system and...
...and the rest of it is stuff you have all seen before, if you've played an RPGM-game.
I think this game could have benefitted from a big reduction in scope, because the good ideas and art here just aren't built on with good execution in writing, gameplay, pacing etc. The stories are all written very simply, the character-paths are awkwardly paced, the slow-corruption isn't given the time to breathe, and the control-aspect of the corruption is as simple as clicking an option to buy a skill in the skill-menu, rather than connecting at all to the gameplay, or even having the story seriously deliver on the fantasy of mind control. (EDIT: "...All of the time." After playing some more, I actually think the problem is more inconsistency in executing on the theme, than a full lack of it.)
The world is uncomfortably big, empty and dead (as is tradition with RPGM), the combat is just filler, and barely connects to the themes of the game or the story, and the character-quests consist almost solely of moving from A-to-B.
About the story, well, it's likewise a mixed bag. There is a little bit of spice in here, a little bit of effort, but not too much. For example, the premise of the MC being a goblin who's been transformed is barely utilized during the story, except to give an in-universe reason for his hentai-sized cock and recovery-time. Sex scenes are generally better when the context they're put in is stimulating, and the game kind of struggles with pacing it's scenes, especially since most scenes are accessed from the open world. The character-writing also struggles to escape the standard-fantasy model, even when some worldbuilding-efforts are brough up sometimes. There are upsides to using the recognizeable archetypes, but even so the good parts mostly come up during the last parts of each storylines, having been fleshed out deeper into the developement.
Less characters, with a more limited, but more detailed world, with slower proggression supported by more interesting gameplay (like putting very heavy material-costs before each upgrade), that actually connects to slowly corrupting ~5 main heroines in ways that ideally provide feedback to the player and the world of the changes you're accomplishing...
What this game would have needed first and foremost is design, and a smaller scope would also have allowed to be more lenient for mistakes, which can always be improved upon and addressed in future projects.
As it is, it's a game that has some good character-art with a shallow foundation supporting it.